Yes, I should of probably linked there as well. The project goals are a legal issue. Further down the track, the CS may need to have warning in place covering the issue of converting potential Bethesda licensed material. Copied below is the resolution with TR.

After a lengthy discussion with members of the Tamriel Rebuilt team, I've decided to make this project purely a Do-It-Yourself guide. I am cancelling all plans to release an ESM of converted content. This way, we can hopefully avoid becoming entangled in any legal grey areas and focus on discussing mod conversions and sharing our user-created work. To be clear, this guide has no official endorsement or support from Tamriel Rebuilt.

> The below fork is interesting. An attempt at incorporating TES4 compatibility for the CS

By the way, TES4 with OpenMW-CS is already possible, see https://www.youtube.com/watch?v=dxrCFlT_Nrg where I have lifted a well-known Cathedral and plonked it on top of the lighthouse in Seyda Neen. Haven't tried compiling OpenCS for quite a while so may need some cleanup work but shouldn't be too hard to get going again (but it is a really old version based on Ogre, unfortunately).

At this point I think the scripting-engine should be plugable, meaning that depending what 'game' you are playing you would get another 'scripting-engine'. I don't see the point in making one-size-fits-all here.

Sorry, I forgot to answer this; yes I agree - as I envision it a more general purpose loader detects whether the data assets belong to Morrowind, Oblivion or Skyrim and thus loads loads all the necessary components for the respective game (all within the same openmw.exe binary).
The other option would be to have
OpenMW Launcher
|-Openmw.exe
|-Openob.exe
|-...

I am not sure which one is better from a architectural perspective, I prefer the first one but the latter option is likely easier to manage.

Post 1.0 will require de-hardcoding to change the current system. See Zini's posts in this thread, Questions about the dehardcoding process. The lack of project coordination is due to any architectural changes being after 1.0. PRs for OpenMW-CS would be the best option. c99cii is working on the fundamentals but his fork is using Ogre3D and ponyrider0 is focusing on converting TES3 files for use in TES4.

Post 1.0 will require de-hardcoding to change the current system. See Zini's posts in this thread, Questions about the dehardcoding process. The lack of project coordination is due to any architectural changes being after 1.0. PRs for OpenMW-CS would be the best option. c99cii is working on the fundamentals but his fork is using Ogre3D and ponyrider0 is focusing on converting TES3 files for use in TES4.

Well,

Sorry to shoot you down like that. But the dehardcoding is one of the tasks we can definitely not tackle before 1.0.

So I could basically stop writing Bison grammar files for each ES game as it wont be relevant until 1.0 and just hardcode everything for now.

My 'dream' for future scripting support (which probably goes completely against what Zini wants) is that we write .NET implementations of all the languages we want to support and include Mono as a dependency of OpenMW. This should magically give us great interoperability between languages, allowing us to load any combination at once, and instantly gives us support for all the languages that already have a .NET implementation.

As psi29a stated, the work would be building a foundation for later. For changes to the master now, improvements to OpenMW-CS would be the way to go. I don't know if it is possible but improvements to MWScript that don't break the 1.0 plan? See the thread, Delay 1.0 untill all of MWSE is implemented.